Survival

Co-op waves (up to 20) of escalating difficulty. Each wave has a kill budget; clear it and you get a breather — the fallen are revived, XP banks, and the squad drafts cards. Nobody respawns mid-wave, and XP banks per cleared wave: wipe halfway through and that wave's earnings are forfeit. Going down isn't the end (your squad can finish the wave and pick you back up), but a full wipe ends the run.

Cards are run-scoped upgrades stacking on top of your permanent build — strong on purpose, because the difficulty ramp is relentless: the handicap's escalation floor climbs wave over wave until the bots hit you at full force, and only a drafted-up squad outpaces it. The two team cards share one squad-wide level — anyone's pick raises everyone's multiplier — so coordinating drafts beats hoarding. Your deepest cleared wave goes on the leaderboard.

Card catalog

CardPer pickMax picksNotes
+Damage 100% 3
+Headshot Dmg 50% 3
+Crit Chance 15% 3
+Crit Dmg 83% 3
+Max HP 40 3
+Max Armor 40 3
+Lifesteal 8% 3
+HP Regen 2 3
Explode on Kill 1% 1 HE blast on kill
Burn 1% 1
-Ability Cooldown 30% 1 -30% ability cooldown
+Run XP 50% 1 +50% run XP
Headshot Armor 15% 3 -15% headshot dmg
Berserker 40% 3 +40% dmg near death
Team: +Damage 10% 3 team-wide, shared level
Team: -Damage Taken 10% 3 team-wide, shared level

Theory has the full stat tables and the handicap math behind all of this.